Hi,
just posted a potential fix for this in
http://forum.openscenegraph.org/viewtopic.php?p=55941
Cheers,
Anton
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55942#55942
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Hi Paul,
Adding a Drawable::g/setCullingActive(bool) to be consistent with
osg::Node seems appropriate.
I also wound like to clean up the initial bound setting in Drawable to
improve the situtation of where we transform the points in a geometry
in the vertex shader to somewhere completely
Paul Martz wrote:
I'm rendering a skydome with custom transformations in the vertex
shader, so the host bounding box is really quite meaningless. I want to
disable culling on the Drawable.
We do that at the Geode level...
osgGeode-setCullingActive(false)
--J
Jason Daly wrote:
Paul Martz wrote:
I'm rendering a skydome with custom transformations in the vertex
shader, so the host bounding box is really quite meaningless. I want
to disable culling on the Drawable.
We do that at the Geode level...
osgGeode-setCullingActive(false)
Hi Jason -- I
Paul Martz wrote:
Hi Jason -- I do that too, but it's not effective in the situation I
described in the original post (compute near/far is on, and the bb of
the Drawable is behind the viewpoint).
Hi, Paul,
Yeah, you mentioned that the first time, but I guess it went in one eye
and out
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